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FireSlash

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TimestampSince previousGameFireSlash's comment
Apr 11 02:27:08 The Depths of Gitche Gumee ♥ 2 As others have stated, I got strong motherlode vibes. The pacing feels a bit slow but that's hard to get right during the jam. Would be nice to get more progressive upgrades that change the gameplay a bit more. Overall solid entry, nice work!
Apr 11 02:36:41 9m 33s Snow Ordinary Cave ♥ 1 There's a fun amount of chaos here, I see a lot of potential in the design. As others notes, the performance tanks randomly, which is a bit weird, but could just be a quirk in the web export. Graphics are very simple, to a point where they sometimes fail to communicate state well. I died on the third level and I'm not even sure how. I'm also not sure why I change color seemingly at random when the level changes. Good job overall! Would be interesting to see a post-jam version of this concept.
Apr 11 02:40:54 4m 13s R.E.M. Really Enraging Mosquito ♥ 2 I'm almost a bit disappointed this wasn't QWOP levels of frustrating to control. Not entirely sure how to make the mosquito go away, moving a limb at it makes it go red but sometimes it'll just run away even if the limb speed seems slower. Is there only one level? Cool idea, nice work!
Apr 11 02:48:49 7m 55s Turtles All The Way Down ♥ 0 The aim direction being backwards felt weird, but I got over it. However, I found the game way too hard for me unfortunately, so I didn't get very far. Controls feel consistent, which is important for this genre. Leaderboard is a nice touch. Good job!
Apr 11 02:53:33 4m 44s Ball Pit ♥ 0 Simple visuals but surprisingly well designed gameplay. The number of variants and their evolving behaviors make for interesting combos, and the fast retry speed helps let the player quickly learn by trial and error instead of needing explicit tutorials. Nice work!
Apr 11 03:54:42 1h 01m The Shallows ♥ 2 Love the ambiance here. The bubbles and dark ambiance really fit here instead of a music track. I found I stuck to walls somtimes, which was a bit annoying, but otherwise seems to work as expected. Nice work!
Apr 11 19:55:18 16h 00m Narcosis ♥ 1 When getting hit, you lose control of the character for a moment, but the enemy continues to chase. I found sometimes I'd get hit multiple times because of this. Without a way to locate pickups, I found it hard to progress past a certain point, as it seems like pure luck as to whether you find any or not. Might have been cool to have some kind of radar or guidance system to help steer the player. The mine explosion animation was super satisfying, I could almost always avoid them but I'd make a point of shooting them anyway. Nice work!
Apr 11 20:27:26 32m 08s Folder Depth ♥ 1 Cool concept. Mechanically I found it a bit hard to figure out what was the right direction from the popups, and sometimes I'd end up clicking on a file trying to dismiss the popup, further exacerbating the situation. When clicking on a wrong folder, you're told it's wrong but it still enters, so you always have to click back. The context switch, mixed with the popup and time pressure, sometimes causes me to forget which folder I even clicked on since the names repeat a lot. Would probably make more sense to not traverse here. I wish I had more time to read the flavor text, but all I do is skim it for the filename and ignore the rest. Might have been cool to have a more gentle guidance than the popup and time loss. For example, some kind of gauge or indicator that doesn't make it immediately obvious what the right/wrong choices are.
Apr 11 20:58:07 30m 41s DOWN INTO THE DEPTHS ♥ 1 The polish here is great. The graphics and feel of the game are fastastic. Gameplay wise everything felt tight and had good risk/reward, but the random generation would often create situations that were unwinnable, so several retries often felt necessary. Since the levels re-generate every time you don't get to learn from your last run either, which is unfortunate. This lead me towards a high risk strategy instead of encouraging smarter play, but I kind of wanted to be rewarded for playing smarter. Overall nice work!
Apr 13 02:32:31 29h 34m In the DEPTHS ♥ 1 The timer feels like an awkward addition as a default on feature. Unless I'm just not understanding something, it's more or less impossible to experience a lot of the content inside the time limit, I time out around when I see my first gem, nevermind going after it. Feels like the game is stuck between two different designs. I switched to sandbox mode and enjoyed the experience a lot more. Art is simple but consistent, the light mechanic is neat. Nice work!
Apr 13 02:59:50 27m 19s The Apple of my Aperture ♥ 1 Having trouble with the web version, it only renders in a small sub-area of the window. In firefox, I can play but the cursor constantly drifts down making aiming impossible. In chrome pressing space didn't work until I fiddled with window focus a bit, but it still only rendered to a small sub-section of the screen. probably an issue with display scaling. Neat idea to play with! I wish there was an indicator to know how many apples were left. Felt like the DoF was working in reverse at first, as the apple came more into focus when I got super close, leading me to think I needed to get on the table for an even closer shot, as moving further away clearly made it blurrier until you hit the "zone". Might have been fun to have some more camera settings to play with, or more movement mechanics to get the "perfect" shot, but still a cool implementation for the time given. Nice work!
Apr 13 08:53:23 5h 53m Vs. the Deep ♥ 1 Simple but fun card game loop. The mechanics felt fun and I gave it a few tries, but never managed to succeed, probably just need to adjust my strategy more. I didn't appreciate that the upgrade buffs were permanent at first, so that lead me to value those cards poorly on my first runs. Super fun entry, nice work!
Apr 13 09:06:33 13m 10s Lift ♥ 1 Cool little puzzle game. Got stuck on the level in the second screenshot, but it's 2am so I no brain good. The lift mechanic felt a bit kludgey at times as you had to sometimes move back a tile to push it in air, and it's never super clear when you need to do this outside of trial and error. Each puzzle felt like an iteration on the last, and the introduction of new mechanics helps keep it fresh. nice work!
Apr 14 00:35:03 15h 28m Asteronaut ♥ 2 I feel like I don't have a ton of influence over the "ball" here beyond the launch trajectory, and even then it's not super clear how things will go past the first bounce. The small amount of influence I have seems fairly limited though it might just take more time to master. The graphics are adorable, I love the style here. There's a ton going on here, I don't fully comprehend all of it. One time while setting up the launch trajectory a bunch of orange cheese spawned on top of me for no obvious reason. It's super chaotic but in a hilariously fun kind of way. I'm not sure understanding the mechanics would change my playstyle at all, so it's probably fine to just lean into it. Would have been cool to get some stuff like multiball (unless it's there and I never hit it?) Cool entry, nice work!
Apr 14 08:36:49 8h 01m SUBSUME ♥ 2 Love the subnautica vibes with this. Early game resource management is kind of annoying with the starter fish only giving 10 fuel, but by checkpoint 2 it's a lot easier, I think I probably just spent too much time up there trying to figure things out Upgrades were cool, loved seeing the sub upgrade with each tier. Light effect really helped sell the mood. I disliked how hard the ship was to control but it did add a lot of tension at the ending with how narrow that pipe was. I wonder if you could have achieved the same thing with more mass instead of less thrust. Really cool entry, nice work!
Apr 16 07:37:30 47h 00m Above 30,000 meters ♥ 1 Despite multiple attempts I can't quite figure out how to succeed here. The feedback between success and error isn't super clear, and I'm not entirely sure what the correct methodology is for the QTEs. I did find a few endings along the way, which is a cool feature, and the concept is interesting. Nice work!
Apr 16 07:42:35 5m 05s The Dig ♥ 1 It's not clear what's going when the workers dig, I wonder if Firefox is also bugged? The dialogue weaves an interesting tale, and the concept is fun to play around with. I wish the strategy part was a big more fleshed out, as it seems like it doesn't really matter a ton where I mine, but the rest of it is really neat. nice work!
Apr 16 07:57:53 15m 18s Minesweeper 3D ♥ 1 Not much to say that hasn't already been said. The implementation is a bit awkward in spots but it's a fun idea that could really see a future if you develop it a bit more. Not sure you even need an actual 3d world, even just color coded layers would probably be fine. Cool entry, nice work!
Apr 17 04:18:05 20h 20m SATIATE ♥ 2 Really cool! Love the graphics, style, and mood. Upgrades and general game feel are nice, but it's not clear if it's intentional that enemies can still attack while "dead" and being eaten. The eating phase in general doesn't make a ton of sense mechanically, it would be cool if there was more of a reason to pick and choose which enemies to eat instead of just being obligated to eat all of them. There was still an interesting tradeoff on when to eat/where was it safe, but I found I could die of hunger while eating so it was hard tor really make good decisions there. Really cool entry, nice work!
Apr 20 05:30:07 73h 12m Getting Drilled! ♥ 2 Interesting mechanics here. I really dig how you took a simple concept and just ran with it. I found it a BIT chaotic but it felt like I got a bit better every run, so there's clearly a skill component in there. There may need to be one more way to express skill or control over the thing, but I'm not quite sure what it would look like. The music sets a nice mood and the graphics are all coherent. Very cool entry, nice work!